#pragma once

#include <mbgl/tile/tile_id.hpp>

#include <set>

namespace mbgl {

// A TileMask is a set of TileIDs that describe what part of a tile should be
// rendered. It omits those parts of the tile that are covered by other/better
// tiles. If the entire tile should be rendered, it contains the { 0, 0, 0 }
// tile. If it's empty, no part of the tile will be rendered. TileMasks are
// typically generated with algorithm::updateTileMasks().
using TileMask = std::set<CanonicalTileID>;

} // namespace mbgl
